Premier matchmaking now also allows four-people parties. The final solo player, however, is provided votekick immunity.
Valve released a new CS2 update even while the CS2 Asia Championships are ongoing. The update brings relief to players and fans alike with changes to the visual and audio feedback, improved audio queues, and matchmaking changes as well.
Changes to Sub-tick feedback and matchmaking
The Sub-tick feedback has been a sore point for players. The audio and visual feedback from sub-tick was a big reason why players felt CS2 experience is worse than Counter-Strike Global Offensive.
The delayed feedback meant that while the actual shot would register in the game, the feedback would only register in the next frame.
Further changes to matchmaking means parties of four can now queue for Premier mode. Furthermore, solo players who are matched with parties of four are now provided vote-kick immunity. This ensures a four-player stack cannot bully a solo player on their team anymore.
CS2 Patch Notes November 8
- The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame
- Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. Note: Spread has been synchronized on Valve official servers since 10/14
- Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height
- Parties of four are now able to queue for Premier mode in the latest CS2 update
- Added vote-kick immunity for solo players who get matched on the same team with a party of four players
- Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode
- Reduced the maximum audible distance of grenade bounce sounds
- Improved occlusion filter quality
- Addressed issue where sometimes headshot dink sounds playing as feedback for the attacker could be mistaken for incoming damage
- Lowered volume of sound for headshot damage with no armor from a victims perspective to bring it inline with volume of other headshot sounds
- Changed jump land sounds to have the same maximum audible distance as footstep sounds
- Changed volume falloff curve of jump landing sounds to better convey distance
- Improved molotov extinguish effects to sound better when multiple are playing at once
- Brought back spark sound feedback when bomb defuse is cut short due to player spinning
- Fixed issue where at very close proximity, a victims death groan could be mistaken as coming from the attacker
- Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds
- Fixed clipping on bench in palace
- Lowered the height of box on A site to match CS:GO
- Improved performance of blood effects at close range
- Improved bomb light visibility from back of bomb
- Reduced muzzle flash during quickswitch from scoped rifles
- Reduced the strength of the kill streak HUD effect after five kills
- Added setting "tv_record_immediate" to control when CSTV demo file will start recording content. If the setting is enabled then content will start at the moment when tv_record is executed on the server. If the setting is disabled then content will start recording from tv_delay earlier
- CSTV demos can now be recorded without delayed CSTV spectating enabled. Requires setting "tv_record_immediate 1" and executing "tv_record" at the moment when recording should start
- Adjusted wear values of some stickers to better match CS:GO
- Fixed a bug with workshop tools that would prevent light_environment from baking static shadows in some circumstances
- Improved quality of 'Performance' HDR rendering mode
- Enabling the upload of workshop maps for Wingman mode
You can read the latest CS2 update patch notes on the CS2 official page.